[Beta/Wip] Solsthiem Alternnate Beginning

Post » Fri May 13, 2011 6:57 am

Hey there,

i have been working on an Alternnate beginning mod which puts the player in a tomb on solsthiem, which is home to a hermit. The hermit offers the player a place to rest, and tomb contains starting items that the player is free to take. It gives a silght nudge towards the main quest but sticks with morrowinds style of "its up to you"

would anyone like to try it out? I am looking for testers


Screenshots:

http://i175.photobucket.com/albums/w152/Wolfsbane_89/Morrowind2009-08-1913-34-48-01.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/Morrowind2009-08-1913-34-57-31.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/Morrowind2009-08-1913-35-14-18.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/Morrowind2009-08-1913-35-42-12.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/Morrowind2009-08-1913-36-08-67.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/Morrowind2009-08-1913-36-20-65.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/Morrowind2009-08-1913-36-30-62.jpg

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7784

=MA=
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Michelle Serenity Boss
 
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Post » Fri May 13, 2011 8:34 am

I was actually just about to start a new game - I could definitely have a try at it for you, MA :) It sounds promising.
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Jaki Birch
 
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Post » Fri May 13, 2011 7:16 am

Added Screenshots
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Laura Elizabeth
 
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Post » Fri May 13, 2011 3:04 pm

is that dialogue final?

if so here are some tweaks / corrections.
"your" should be "you are"
you need to capitalize and "i"s
careful is mispelled
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luis ortiz
 
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Post » Fri May 13, 2011 6:55 pm

is that dialogue final?

if so here are some tweaks / corrections.
"your" should be "you are"
you need to capitalize and "i"s
careful is mispelled

Argh, yes i can see now having re-read through the dialogue, will correct those :D

EDIT: ok i have fixed those spelling mistakes and some others. So just a heads up that the BETA ESP i sent to the testers, does not include these fixes. Just be aware that they have been fixed :D
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Daniel Holgate
 
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Post » Fri May 13, 2011 2:09 pm

I'll test for you if you still need some testers. Would you prefer if the testers have any experience with modding or not? Personally I would really like to do this because I feel as though there aren't enough mods that include Solstheim when it should be getting more attention.
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Jack Bryan
 
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Post » Fri May 13, 2011 9:04 pm

I'll test for you if you still need some testers. Would you prefer if the testers have any experience with modding or not?

Nope, no modding experience needed :D - just morrowind experience. I.e starting a new game, loading the mod ect... will send you a PM with the link
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Sara Lee
 
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Post » Fri May 13, 2011 6:19 pm

Sounds like a neat idea Midge. Does the hermit ever explain how you ended up in his small hovel? Perhaps there was a shipwreck and you bumped your head? Or he just found you out in the waste, freezing, and nearly dead and so he brought you in and nursed you to health.

Just some thoughts. :)
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kristy dunn
 
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Post » Fri May 13, 2011 9:32 am

Sounds like a neat idea Midge. Does the hermit ever explain how you ended up in his small hovel? Perhaps there was a shipwreck and you bumped your head? Or he just found you out in the waste, freezing, and nearly dead and so he brought you in and nursed you to health.

Just some thoughts. :)

yep he explains that you were in a ship wreck and found adrift on the shore just outside his "tomb"

He has two healing potions on a stone table and sells healing potions, so it gives a strong indication that he healed you :)
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Mr. Allen
 
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Post » Fri May 13, 2011 6:43 am

Will this be compatible with Galsiah's Character Development?
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cutiecute
 
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Post » Fri May 13, 2011 1:30 pm

Will this be compatible with Galsiah's Character Development?

Out on a limb - I am goin to say there might be some conflicts. However one of my BETA testers has used it with GCD and the only issuie they have found is that all the chargen boxes pop up at once instead of one at a time. Once they went through all the boxes (completing the chargen essentially) there were no issuies.
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Danii Brown
 
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Post » Fri May 13, 2011 8:32 am

*is aforementioned beta tester*

I tried it with GCD - like MA said, there's a bit of an issue with the boxes popping up all at once, but you can still select everything and get started, so it's pretty harmless. And AFAIK there have been issues with this same thing with other alternate beginnings mods that have been solved, so I wouldn't worry about having to choose one or the other.

Hope that lays your mind to rest :)
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OTTO
 
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Post » Fri May 13, 2011 12:08 pm

*is aforementioned beta tester*

I tried it with GCD - like MA said, there's a bit of an issue with the boxes popping up all at once, but you can still select everything and get started, so it's pretty harmless. And AFAIK there have been issues with this same thing with other alternate beginnings mods that have been solved, so I wouldn't worry about having to choose one or the other.

Hope that lays your mind to rest :)

:P i stole the scripts from those alternate mods to make this one :angel: - so the fix is automatically included, just the hassel of the boxes poping up at once
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Barbequtie
 
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Post » Fri May 13, 2011 7:36 pm

I can help test if testers are still needed. Dialogue is probably my strongest field of modding, and I would love to help make this mod's dialogue great. The text in the screenshots you provided are very well written, they just need to be checked over for spelling, grammar, and punctuation.
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RUby DIaz
 
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Post » Fri May 13, 2011 5:56 pm

This looks interesting, but I have a few questions about it:
First off, how will we be able to get the items needed to start the MQ? Like the Package for Caius? That's one problem that occurred while I was using another Alternate beginning mod.
Second, will their be any dangerous creatures near the Barrow? Solsthiem is a Death-Sentence for a level 1 character after all.
Overall though, I'm interested in this mod :)
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Anne marie
 
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Post » Fri May 13, 2011 7:05 pm

This looks interesting, but I have a few questions about it:
First off, how will we be able to get the items needed to start the MQ? Like the Package for Caius? That's one problem that occurred while I was using another Alternate beginning mod.
Second, will their be any dangerous creatures near the Barrow? Solsthiem is a Death-Sentence for a level 1 character after all.
Overall though, I'm interested in this mod :)

the package and slightly tweaked "directions" note are added to the players inventory when talking to the hermit ;)

Theres a level 1, weakened, rat in the tomb near the entrance. but the imidate area is "clear" but wander to far away from the tomb and your bound to run into critters :hehe:
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Lily Evans
 
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Post » Fri May 13, 2011 10:03 am

I'd love to beta test this, if you still need. Incidentally, there have been some patches for the "all boxes popping up at once" thing for some of the other alternate chargens, so perhaps one can be made here too, if it becomes a problem.
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Heather Stewart
 
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Post » Fri May 13, 2011 7:28 pm

Hmm, seems rather interesting, though I don't know if it would be my cup of tea. Gonna be following this one, as it intrigues me quite a bit.
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Andrew Tarango
 
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Post » Fri May 13, 2011 5:39 pm

Well, I'm definitely using this the next time I start a new Character :)
I have a suggestion:
How about starting the player off with some alternate clothing? I'm bored of the boring common clothes we start with, and since we're in Solsthiem, I think using some of the lower class closing from Bloodmoon would work.
Just a though :)
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Heather M
 
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Post » Fri May 13, 2011 4:36 pm

How will you (your mod, that is) deal with the Levels. The frozen wastes are a bit dangerous for starting dudes!
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jessica robson
 
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Post » Fri May 13, 2011 7:56 pm

Seems interesting, but could it be possible to add the Attribute/Skill adjustment option from Chargen Revamped for the final release?

Makes me wonder why no one else has done chargens for Solsthiem... still waiting for one where you start as someone living among the Skaal >_<
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Rebekah Rebekah Nicole
 
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Post » Fri May 13, 2011 6:18 am

Seems interesting, but could it be possible to add the Attribute/Skill adjustment option from Chargen Revamped for the final release?

Makes me wonder why no one else has done chargens for Solsthiem... still waiting for one where you start as someone living among the Skaal >_<

I have never seen a skill/Attribue adjuster before........ I will take alook.

It oculd be something that could perhaps be included in version 2?
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Trista Jim
 
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Post » Fri May 13, 2011 12:42 pm

How will you (your mod, that is) deal with the Levels. The frozen wastes are a bit dangerous for starting dudes!


After testing this beta, I get from it that it really is only a change from the usual by starting you out in Solstheim. You still get the package and directions to Caius' place in Balmora, so you still get the setup to start the MQ rather than the BMMQ, but that is optional as well. For those that want to start in Bloodmoon doing that quest first, it would be beneficial for them to start the game at a lower difficulty and then raise it as they level while there.
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Big Homie
 
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Post » Fri May 13, 2011 5:46 pm

...all the chargen boxes pop up at once...
This happens because your chargen script is getting run more than once in the same frame. That happens when another script uses a "StartScript scriptname" command in it (which triggers the script queue to start processing again from the beginning). GCD uses such StartScript commands, but so do some other mods (e.g. quest mods that start a script as soon as they're installed), so it can trigger the problem.

The simplest way to fix this is to put a short delay between each chargen menu - e.g. something like 0.5 seconds. That way it won't matter that the script gets run twice (or more) times in a frame, since after the first time it'll just be counting down time towards the next menu, rather than bringing it up immediately. If you're not sure how to go about this, there's an example in the GCD download which works with Chargen Revamped (called Chargen Revamped Delay, IIRC).

Another option would be to store the value of the GameHour global in a local variable the first time the script runs, then test against this on all future runs. If GameHour hasn't changed since the last run, you're still in the menu, so shouldn't bring up the next menu. As soon as GameHour does change, you can store its new value, bring up the next menu, and test in the same way for future ones. This ought to work (in theory), and should remove the need for the 0.5 second wait between menus. However, I haven't tried this GameHour method in this exact context, so it's possible I'm missing something important. I have tried the 0.5 second delay method - that definitely works.

I hope this helps.


Oh, and if you do add any skill/attribute adjustment stuff, it's important to do that before you set CharGenState to -1, if you want to be compatible with GCD (or any other mod that makes calculations based on initial character stats). I guess you'd probably do things this way if possible anyway - it makes sense not to tell the game chargen is over until it's actually over.
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Danial Zachery
 
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Post » Fri May 13, 2011 8:28 am

This happens because your chargen script is getting run more than once in the same frame. That happens when another script uses a "StartScript scriptname" command in it (which triggers the script queue to start processing again from the beginning). GCD uses such StartScript commands, but so do some other mods (e.g. quest mods that start a script as soon as they're installed), so it can trigger the problem.

The simplest way to fix this is to put a short delay between each chargen menu - e.g. something like 0.5 seconds. That way it won't matter that the script gets run twice (or more) times in a frame, since after the first time it'll just be counting down time towards the next menu, rather than bringing it up immediately. If you're not sure how to go about this, there's an example in the GCD download which works with Chargen Revamped (called Chargen Revamped Delay, IIRC).

Another option would be to store the value of the GameHour global in a local variable the first time the script runs, then test against this on all future runs. If GameHour hasn't changed since the last run, you're still in the menu, so shouldn't bring up the next menu. As soon as GameHour does change, you can store its new value, bring up the next menu, and test in the same way for future ones. This ought to work (in theory), and should remove the need for the 0.5 second wait between menus. However, I haven't tried this GameHour method in this exact context, so it's possible I'm missing something important. I have tried the 0.5 second delay method - that definitely works.

I hope this helps.


Oh, and if you do add any skill/attribute adjustment stuff, it's important to do that before you set CharGenState to -1, if you want to be compatible with GCD (or any other mod that makes calculations based on initial character stats). I guess you'd probably do things this way if possible anyway - it makes sense not to tell the game chargen is over until it's actually over.


Hey,

thanks for the response! Though I am not 100% sure how to edit the scripts to make them delay :S

If that can solve the problem though that would be awesome!

I'd really like compatibility with GCD - then I can move this out of BETA :D

p.s - I dont change any skills/attribute, all I have done is made the chargen be on solsthiem. None of the chargen stuff has been altared otherwise.
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Lillian Cawfield
 
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